I like your idea a lot. I believe the existing ailment system would provide a good way to build unto exactly what you describe (stun bar). For instance:
1 - Create a new ailment called “stun vulnerability”, lasts say 4 seconds and has a % chance for the target to be stunned on hit with a max cap.
2- Upon being stunned, the target gets a new ailment called “Stunned” increasing damage taken by a certain amount.
3- Finally, after “stunned” ends, the mob could get stun immunity for a bit of time.
Naturally, the numbers would have to be adjusted for party play. “Stun vulnerability” could become an implicit in maces and you create a playstyle where you’d be incentivized to unleash your big hard-hitting skill (judgement, erasing strike, …) after stunning the mob. Bosses would be less vulnerable to the ailment (exactly like resistance shred is right now).
What do you think?
Thanks for sharing! Have been playing since 0.8.2. I considered building Ignite Spellblade but did not push it: it seems I always have mana problems with that class.


